OpenRaiser/Intern-Atlas huggingface dataset:
Language Steering for Multilingual In-Context Learning
Venue: arXiv cs.CL 2026
Year: 2026

While multilingual large language models have gained widespread adoption, their performance on non-English languages remains substantially inferior to English. This disparity is particularly evident in in-context learning scenarios, where providing demonstrations in English but testing on non-English inputs leads to significant performance degradation. In this paper, we hypothesize that LLMs develop a universal semantic space for understanding languages, where different languages are encoded as distinct directions within this space. Based on this hypothesis, we propose language vectors -- a training-free language steering approach that leverages activation differences between source and target languages to guide model behavior. We steer the model generations by adding the vector to the intermediate model activations during inference. This is done to make the model's internal representations shift towards the target language space without any parameter updates. We evaluate our method across three datasets and test on a total of 19 languages on three different models. Our results show consistent improvements on multilingual in-context learning over baselines across all tasks and languages tested. Beyond performance gains, hierarchical clustering of steering vectors reveals meaningful linguistic structure aligned with language families. These vectors also successfully transfer across tasks, demonstrating that these representations are task-agnostic.
VQ-Style: Disentangling Style and Content in Motion with Residual Quantized Representations
Venue: arXiv cs.CV 2026
Year: 2026

Human motion data is inherently rich and complex, containing both semantic content and subtle stylistic features that are challenging to model. We propose a novel method for effective disentanglement of the style and content in human motion data to facilitate style transfer. Our approach is guided by the insight that content corresponds to coarse motion attributes while style captures the finer, expressive details. To model this hierarchy, we employ Residual Vector Quantized Variational Autoencoders (RVQ-VAEs) to learn a coarse-to-fine representation of motion. We further enhance the disentanglement by integrating codebook learning with contrastive learning and a novel information leakage loss to organize the content and the style across different codebooks. We harness this disentangled representation using our simple and effective inference-time technique Quantized Code Swapping, which enables motion style transfer without requiring any fine-tuning for unseen styles. Our framework demonstrates strong versatility across multiple inference applications, including style transfer, style removal, and motion blending.
Hierarchical Federated Learning with SignSGD: A Highly Communication-Efficient Approach
Venue: arXiv cs.DC 2026
Year: 2026

Hierarchical federated learning (HFL) has emerged as a key architecture for large-scale wireless and Internet of Things systems, where devices communicate with nearby edge servers before reaching the cloud. In these environments, uplink bandwidth and latency impose strict communication limits, thereby making aggressive gradient compression essential. One-bit methods such as sign-based stochastic gradient descent (SignSGD) offer an attractive solution in flat federated settings, but existing theory and algorithms do not naturally extend to hierarchical settings. In particular, the interaction between majority-vote aggregation at the edge layer and model aggregation at the cloud layer, and its impact on end-to-end performance, remains unknown. To bridge this gap, we propose a highly communication-efficient sign-based HFL framework and develop its corresponding formulation for nonconvex learning, where devices send only signed stochastic gradients, edge servers combine them through majority-vote, and the cloud periodically averages the obtained edge models, while utilizing downlink quantization to broadcast the global model. We introduce the resulting scalable HFL algorithm, HierSignSGD, and provide the convergence analysis for SignSGD in a hierarchical setting. Our core technical contribution is a characterization of how biased sign compression, two-level aggregation intervals, and inter-cluster heterogeneity collectively affect convergence. Numerical experiments under homogeneous and heterogeneous data splits show that HierSignSGD, despite employing extreme compression, achieves accuracy comparable to or better than full-precision stochastic gradient descent while reducing communication cost in the process, and remains robust under aggressive downlink sparsification.
Unified Personalized Reward Model for Vision Generation
Venue: arXiv cs.CV 2026
Year: 2026

Recent advancements in multimodal reward models (RMs) have significantly propelled the development of visual generation. Existing frameworks typically adopt Bradley-Terry-style preference modeling or leverage generative VLMs as judges, and subsequently optimize visual generation models via reinforcement learning. However, current RMs suffer from inherent limitations: they often follow a one-size-fits-all paradigm that assumes a monolithic preference distribution or relies on fixed evaluation rubrics. As a result, they are insensitive to content-specific visual cues, leading to systematic misalignment with subjective and context-dependent human preferences. To this end, inspired by human assessment, we propose UnifiedReward-Flex, a unified personalized reward model for vision generation that couples reward modeling with flexible and context-adaptive reasoning. Specifically, given a prompt and the generated visual content, it first interprets the semantic intent and grounds on visual evidence, then dynamically constructs a hierarchical assessment by instantiating fine-grained criteria under both predefined and self-generated high-level dimensions. Our training pipeline follows a two-stage process: (1) we first distill structured, high-quality reasoning traces from advanced closed-source VLMs to bootstrap SFT, equipping the model with flexible and context-adaptive reasoning behaviors; (2) we then perform direct preference optimization (DPO) on carefully curated preference pairs to further strengthen reasoning fidelity and discriminative alignment. To validate the effectiveness, we integrate UnifiedReward-Flex into the GRPO framework for image and video synthesis, and extensive results demonstrate its superiority.
Self-Supervised Learning from Structural Invariance
Venue: arXiv cs.LG 2026
Year: 2026

Joint-embedding self-supervised learning (SSL), the key paradigm for unsupervised representation learning from visual data, learns from invariances between semantically-related data pairs. We study the one-to-many mapping problem in SSL, where each datum may be mapped to multiple valid targets. This arises when data pairs come from naturally occurring generative processes, e.g., successive video frames. We show that existing methods struggle to flexibly capture this conditional uncertainty. As a remedy, we introduce a latent variable to account for this uncertainty and derive a variational lower bound on the mutual information between paired embeddings. Our derivation yields a simple regularization term for standard SSL objectives. The resulting method, which we call AdaSSL, applies to both contrastive and distillation-based SSL objectives, and we empirically show its versatility in causal representation learning, fine-grained image understanding, and world modeling on videos.
Personalized Image Generation via Human-in-the-loop Bayesian Optimization
Venue: arXiv cs.CV 2026
Year: 2026

Imagine Alice has a specific image $x^\ast$ in her mind, say, the view of the street in which she grew up during her childhood. To generate that exact image, she guides a generative model with multiple rounds of prompting and arrives at an image $x^{p*}$. Although $x^{p*}$ is reasonably close to $x^\ast$, Alice finds it difficult to close that gap using language prompts. This paper aims to narrow this gap by observing that even after language has reached its limits, humans can still tell when a new image $x^+$ is closer to $x^\ast$ than $x^{p*}$. Leveraging this observation, we develop MultiBO (Multi-Choice Preferential Bayesian Optimization) that carefully generates $K$ new images as a function of $x^{p*}$, gets preferential feedback from the user, uses the feedback to guide the diffusion model, and ultimately generates a new set of $K$ images. We show that within $B$ rounds of user feedback, it is possible to arrive much closer to $x^\ast$, even though the generative model has no information about $x^\ast$. Qualitative scores from $30$ users, combined with quantitative metrics compared across $5$ baselines, show promising results, suggesting that multi-choice feedback from humans can be effectively harnessed for personalized image generation.
Infinite-World: Scaling Interactive World Models to 1000-Frame Horizons via Pose-Free Hierarchical Memory
Venue: arXiv cs.CV 2026
Year: 2026

We propose Infinite-World, a robust interactive world model capable of maintaining coherent visual memory over 1000+ frames in complex real-world environments. While existing world models can be efficiently optimized on synthetic data with perfect ground-truth, they lack an effective training paradigm for real-world videos due to noisy pose estimations and the scarcity of viewpoint revisits. To bridge this gap, we first introduce a Hierarchical Pose-free Memory Compressor (HPMC) that recursively distills historical latents into a fixed-budget representation. By jointly optimizing the compressor with the generative backbone, HPMC enables the model to autonomously anchor generations in the distant past with bounded computational cost, eliminating the need for explicit geometric priors. Second, we propose an Uncertainty-aware Action Labeling module that discretizes continuous motion into a tri-state logic. This strategy maximizes the utilization of raw video data while shielding the deterministic action space from being corrupted by noisy trajectories, ensuring robust action-response learning. Furthermore, guided by insights from a pilot toy study, we employ a Revisit-Dense Finetuning Strategy using a compact, 30-minute dataset to efficiently activate the model's long-range loop-closure capabilities. Extensive experiments, including objective metrics and user studies, demonstrate that Infinite-World achieves superior performance in visual quality, action controllability, and spatial consistency.
Superman: Unifying Skeleton and Vision for Human Motion Perception and Generation
Venue: arXiv cs.CV 2026
Year: 2026

Human motion analysis tasks, such as temporal 3D pose estimation, motion prediction, and motion in-betweening, play an essential role in computer vision. However, current paradigms suffer from severe fragmentation. First, the field is split between ``perception'' models that understand motion from video but only output text, and ``generation'' models that cannot perceive from raw visual input. Second, generative MLLMs are often limited to single-frame, static poses using dense, parametric SMPL models, failing to handle temporal motion. Third, existing motion vocabularies are built from skeleton data alone, severing the link to the visual domain. To address these challenges, we introduce Superman, a unified framework that bridges visual perception with temporal, skeleton-based motion generation. Our solution is twofold. First, to overcome the modality disconnect, we propose a Vision-Guided Motion Tokenizer. Leveraging the natural geometric alignment between 3D skeletons and visual data, this module pioneers robust joint learning from both modalities, creating a unified, cross-modal motion vocabulary. Second, grounded in this motion language, a single, unified MLLM architecture is trained to handle all tasks. This module flexibly processes diverse, temporal inputs, unifying 3D skeleton pose estimation from video (perception) with skeleton-based motion prediction and in-betweening (generation). Extensive experiments on standard benchmarks, including Human3.6M, demonstrate that our unified method achieves state-of-the-art or competitive performance across all motion tasks. This showcases a more efficient and scalable path for generative motion analysis using skeletons.
ReasonEdit: Editing Vision-Language Models using Human Reasoning
Venue: arXiv cs.CV 2026
Year: 2026

Model editing aims to correct errors in large, pretrained models without altering unrelated behaviors. While some recent works have edited vision-language models (VLMs), no existing editors tackle reasoning-heavy tasks, which typically require humans and models to reason about images. We therefore propose ReasonEdit, the first VLM editor to let users explain their reasoning during editing, introducing a new, practical model editing setup. ReasonEdit continuously stores human reasoning in a codebook, and retrieves only relevant facts during inference using a novel topology-balanced multimodal embedding method inspired by network science. Across four VLMs on multiple rationale-based visual question answering datasets, ReasonEdit achieves state-of-the-art editing performance, ultimately showing that using human reasoning during editing greatly improves edit generalization.
SelvaMask: Segmenting Trees in Tropical Forests and Beyond
Venue: arXiv cs.CV 2026
Year: 2026

Tropical forests harbor most of the planet's tree biodiversity and are critical to global ecological balance. Canopy trees in particular play a disproportionate role in carbon storage and functioning of these ecosystems. Studying canopy trees at scale requires accurate delineation of individual tree crowns, typically performed using high-resolution aerial imagery. Despite advances in transformer-based models for individual tree crown segmentation, performance remains low in most forests, especially tropical ones. To this end, we introduce SelvaMask, a new tropical dataset containing over 8,800 manually delineated tree crowns across three Neotropical forest sites in Panama, Brazil, and Ecuador. SelvaMask features comprehensive annotations, including an inter-annotator agreement evaluation, capturing the dense structure of tropical forests and highlighting the difficulty of the task. Leveraging this benchmark, we propose a modular detection-segmentation pipeline that adapts vision foundation models (VFMs), using domain-specific detection-prompter. Our approach reaches state-of-the-art performance, outperforming both zero-shot generalist models and fully supervised end-to-end methods in dense tropical forests. We validate these gains on external tropical and temperate datasets, demonstrating that SelvaMask serves as both a challenging benchmark and a key enabler for generalized forest monitoring. Our code and dataset will be released publicly.
sVIRGO: A Scalable Virtual Tree Hierarchical Framework for Distributed Systems
Venue: arXiv cs.DC 2026
Year: 2026

We propose sVIRGO, a scalable virtual tree hierarchical framework for large-scale distributed systems. sVIRGO constructs virtual hierarchical trees directly on physical nodes, allowing each node to assume multiple hierarchical roles without overlay networks. The hierarchy preserves locality and is organized into configurable layers within regions. Coordination across thousands of regions is achieved via virtual upper-layer roles dynamically mapped onto nodes up to the top layer. Each region maintains multiple active coordinators that monitor local health and perform dynamic re-selection if failures occur. Temporary drops below the minimum threshold do not compromise coordination, ensuring near-zero recovery latency, bounded communication overhead, and exponentially reduced failure probability while maintaining safety, liveness, and robustness under mobile, interference-prone, or adversarial conditions. Communication is decoupled from the hierarchy and may use multi-frequency wireless links. Two message hop strategies are supported: (i) with long-distance infrastructure-assisted channels, coordinators exploit the virtual tree to minimize hops; (ii) without such channels, messages propagate via adjacent regions. sVIRGO also supports Layer-Scoped Command Execution. Commands and coordination actions are executed within the scope of each hierarchical layer, enabling efficient local and regional decision-making while limiting unnecessary global propagation.
Deciding Reachability and the Covering Problem with Diagnostics for Sound Acyclic Free-Choice Workflow Nets
Venue: arXiv cs.FL 2026
Year: 2026

A central decision problem in Petri net theory is reachability asking whether a given marking can be reached from the initial marking. Related is the covering problem (or sub-marking reachbility), which decides whether there is a reachable marking covering at least the tokens in the given marking. For live and bounded free-choice nets as well as for sound free-choice workflow nets, both problems are polynomial in their computational complexity. This paper refines this complexity for the class of sound acyclic free-choice workflow nets to a quadratic polynomial, more specifically to $O(P^2 + T^2)$. Furthermore, this paper shows the feasibility of accurately explaining why a given marking is or is not reachable. This can be achieved by three new concepts: admissibility, maximum admissibility, and diverging transitions. Admissibility requires that all places in a given marking are pairwise concurrent. Maximum admissibility states that adding a marked place to an admissible marking would make it inadmissible. A diverging transition is a transition which originally "produces" the concurrent tokens that lead to a given marking. In this paper, we provide algorithms for all these concepts and explain their computation in detail by basing them on the concepts of concurrency and post-dominance frontiers - a well known concept from compiler construction. In doing this, we present straight-forward implementations for solving (sub-marking) reachability.
Thinking with Comics: Enhancing Multimodal Reasoning through Structured Visual Storytelling
Venue: arXiv cs.AI 2026
Year: 2026

Chain-of-Thought reasoning has driven large language models to extend from thinking with text to thinking with images and videos. However, different modalities still have clear limitations: static images struggle to represent temporal structure, while videos introduce substantial redundancy and computational cost. In this work, we propose Thinking with Comics, a visual reasoning paradigm that uses comics as a high information-density medium positioned between images and videos. Comics preserve temporal structure, embedded text, and narrative coherence while requiring significantly lower reasoning cost. We systematically study two reasoning paths based on comics and evaluate them on a range of reasoning tasks and long-context understanding tasks. Experimental results show that Thinking with Comics outperforms Thinking with Images on multi-step temporal and causal reasoning tasks, while remaining substantially more efficient than Thinking with Video. Further analysis indicates that different comic narrative structures and styles consistently affect performance across tasks, suggesting that comics serve as an effective intermediate visual representation for improving multimodal reasoning.
World-Gymnast: Training Robots with Reinforcement Learning in a World Model
Venue: arXiv cs.RO 2026
Year: 2026

Robot learning from interacting with the physical world is fundamentally bottlenecked by the cost of physical interaction. The two alternatives, supervised finetuning (SFT) from expert demonstrations and reinforcement learning (RL) in a software-based simulator, are limited by the amount of expert data available and the sim-to-real gap for manipulation. With the recent emergence of world models learned from real-world video-action data, we ask the question of whether training a policy in a world model can be more effective than supervised learning or software simulation in achieving better real-robot performance. We propose World-Gymnast, which performs RL finetuning of a vision-language-action (VLA) policy by rolling out the policy in an action-conditioned video world model and rewarding the rollouts with a vision-language model (VLM). On the Bridge robot setup, World-Gymnast outperforms SFT by as much as 18x and outperforms software simulator by as much as 2x. More importantly, World-Gymnast demonstrates intriguing capabilities of RL with a world model, including training on diverse language instructions and novel scenes from the world model, test-time training in a novel scene, and online iterative world model and policy improvement. Our results suggest learning a world model and training robot policies in the cloud could be the key to bridging the gap between robots that work in demonstrations and robots that can work in anyone's household.
TIC-VLA: A Think-in-Control Vision-Language-Action Model for Robot Navigation in Dynamic Environments
Venue: arXiv cs.RO 2026
Year: 2026

Robots in dynamic, human-centric environments must follow language instructions while maintaining real-time reactive control. Vision-language-action (VLA) models offer a promising framework, but they assume temporally aligned reasoning and control, despite semantic inference being inherently delayed relative to real-time action. We introduce Think-in-Control (TIC)-VLA, a latency-aware framework that explicitly models delayed semantic reasoning during action generation. TIC-VLA defines a delayed semantic-control interface that conditions action generation on delayed vision-language semantic states and explicit latency metadata, in addition to current observations, enabling policies to compensate for asynchronous reasoning. We further propose a latency-consistent training pipeline that injects reasoning inference delays during imitation learning and online reinforcement learning, aligning training with asynchronous deployment. To support realistic evaluation, we present DynaNav, a physics-accurate, photo-realistic simulation suite for language-guided navigation in dynamic environments. Extensive experiments in simulation and on a real robot show that TIC-VLA consistently outperforms prior VLA models while maintaining robust real-time control under multi-second reasoning latency. Project website: https://ucla-mobility.github.io/TIC-VLA/
MentisOculi: Revealing the Limits of Reasoning with Mental Imagery
Venue: arXiv cs.AI 2026
Year: 2026

Frontier models are transitioning from multimodal large language models (MLLMs) that merely ingest visual information to unified multimodal models (UMMs) capable of native interleaved generation. This shift has sparked interest in using intermediate visualizations as a reasoning aid, akin to human mental imagery. Central to this idea is the ability to form, maintain, and manipulate visual representations in a goal-oriented manner. To evaluate and probe this capability, we develop MentisOculi, a procedural, stratified suite of multi-step reasoning problems amenable to visual solution, tuned to challenge frontier models. Evaluating visual strategies ranging from latent tokens to explicit generated imagery, we find they generally fail to improve performance. Analysis of UMMs specifically exposes a critical limitation: While they possess the textual reasoning capacity to solve a task and can sometimes generate correct visuals, they suffer from compounding generation errors and fail to leverage even ground-truth visualizations. Our findings suggest that despite their inherent appeal, visual thoughts do not yet benefit model reasoning. MentisOculi establishes the necessary foundation to analyze and close this gap across diverse model families.